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particle stepping

0

Hi,

Currently having an issue with my particles, I'm getting some stepping in my emission I can't seem to remove. I've attached an image to illustrate it, it appears to always do chunks of particles no matter what my spawn rate is. If I up the spawn to crazy amounts it just fills those sections with more particles rather than smoother the whole thing out. The particles are GPU emitted. Any advice? Using 4.3.1

I don't think I am reaching that many particles, but I can't tell from the stat...because when I turned them all off there were still calls going up and down for sprites spawned.

Also, I made a new tab for outputLog next to my window (in screenshot) and didn't see any error messages except for some custom json stuff. is that the log window you were talking about, or is there a different window?

Here is a the fountain project files, I'm not doing anything fancy. I've since changed the fountain to try and fix the problem, I've found that switching to velocity screen alignment and changing size over life to of helped, but now I don't like how the motion of the fountain goes over the top and back down down again.

You stepping problem is actually a texture issue and not a particle issue. The stepping you are seeing is actually your texture tiling a too regular an interval. You base water texture has two large very similar elements directly across from one another (I've circled them in the picture below.). You could paint them down a little in Photoshop and/or you could add a panning breakup texture across it. One immediate thing that I did just in Cascade was added an Initial Rotation Rate of Min -0.1 and Max 0.1 which allows the repeating pattern to slightly offset over its life which helps the later parts of the effect but the repetition can still be seen at the initial spawn.

FYI - I Temporary unplugged the Opacity to get a clean shot of the texture.

I actually had another problem trying that, I couldn't find where the original game asset was to edit it in photoshop, so I just screenshot your screenshot to use it again :p anywho, yeah I tested that, and I replaced the particle with a narrow white strip, used as opacity and colour.

and set the screen alignment to velocity and then animated the asset on one axis and I'm still getting the stepping at the beginning. I'm not an fx artist, so please forgive my ignorance if I'm wrong in this field, but my thinking is that if I increase the spawn rate that stepping will get smoothed out, but I'm still getting more particles in those areas and not across the life of the particle.

No Problem. Ok, first I did switch the new Partricle Emitter in Fountain to GPU Sprites because it was still set as CPU (Normal) Sprites and that will cause that stepping that you are experiencing. But even with that I can see the stepping you are seeing which has been caused by the Rate Scale in your spawn module. In the instance we are dealing with here you can set the rate scale to 1.0 and increase the rate itself up to 5000. This produces a smooth look without the stepping effect. With this fix and a slight change to your texture you should be good to go